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Editing User:CptFastbreak
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+ | =My current thoughts on design strategy= | ||
I tend to forget my thoughts on design strategy in between fortress builds, so I put them here. | I tend to forget my thoughts on design strategy in between fortress builds, so I put them here. | ||
− | = | + | ==Defense== |
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My next fortress will use a "three lane" approach to fortress defense: three mutually exclusive routes that lead into my fort. | My next fortress will use a "three lane" approach to fortress defense: three mutually exclusive routes that lead into my fort. | ||
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* Make siege lane magma floodable to get rid of any gobbo crap dropped there. Drawback: needs replenishable magma source, more work, less fps due to fluid movement. Advantage: magma. | * Make siege lane magma floodable to get rid of any gobbo crap dropped there. Drawback: needs replenishable magma source, more work, less fps due to fluid movement. Advantage: magma. | ||
− | =Bedroom/workshop design= | + | ==Bedroom/workshop design== |
For my last two fortresses I used the [[Bedroom_Design#Decentralized_Living|decentralized living]] plan along with [[Design_strategies#Decentralized_Workshop_Complex|decentralized workshops]]. I had four work/living complexes more or less symmetrically around a central grand dining hall. The big advantage is that it accomodates for various workshop area constraints, e.g. having the butchery close to the surface for a refuse area vent, the kitchen near the farm near the soil area, but the forges close to the magma. Two major drawbacks are the necessity of complex micro management for the bedrooms, and the increased complexity of the noise problem. Placing a tower cap farm can be tricky when there are bedrooms everywhere. | For my last two fortresses I used the [[Bedroom_Design#Decentralized_Living|decentralized living]] plan along with [[Design_strategies#Decentralized_Workshop_Complex|decentralized workshops]]. I had four work/living complexes more or less symmetrically around a central grand dining hall. The big advantage is that it accomodates for various workshop area constraints, e.g. having the butchery close to the surface for a refuse area vent, the kitchen near the farm near the soil area, but the forges close to the magma. Two major drawbacks are the necessity of complex micro management for the bedrooms, and the increased complexity of the noise problem. Placing a tower cap farm can be tricky when there are bedrooms everywhere. | ||